Omega Quintet suffers from the same problem that almost every IF/Compile Heart game suffers from. Unoriginal **** layered with overly complicated systems that require massive tutorials. The story of the game itself isn't awful, at first. The world is threatened by these monsters called MAD that come from these things called Blare. The only way to stop them is with idol super heroines thatOmega Quintet suffers from the same problem that almost every IF/Compile Heart game suffers from. Unoriginal **** layered with overly complicated systems that require massive tutorials. The story of the game itself isn't awful, at first. The world is threatened by these monsters called MAD that come from these things called Blare. The only way to stop them is with idol super heroines that sing and stop the Blares. You're an orphan (aren't you always) with a lady best friend, and you both get caught in the middle of a Blare attack. Your best lady pal discovers she can become one of the idol heroes by closing the Blare, and you're off on your adventure.
Your adventure full of every cardboard cut out harem anime cliche, including The Ditzy Best Friend who is a girl, the spunky tomboy, creepy glasses wearing nerd, the ice queen, and quiet loli with a dark past. If you wanted fanservice from characters that are more two dimensional than the computer screen you're reading, this is the game for you.
What sets this off most is that the battle system is TRYING. It's not awful, like the characters. What bogs it down is being overly complex while also missing what most would call basics. For example, each weapon works best at a certain distance. A certain distance that is based on both the attacker and the defender's position. This means you can get into a fight where the enemy is just in a bad place for your ENTIRE PARTY, which drags fights out unnecessarily. You can move during battle, but it's a system that just didn't need to exist in the first place. It doesn't add to the game at the end of the day, it's just minutia that you have to worry about.
What's cool about the battle system are the attacks and a thing called Harmonics. But these are also flawed. You see, your specials have a move that they either compound with for more damage, or link with to get more EXP. You can see this information displayed at the bottom of every special attack before you select it, letting you pick what you want/need for a given situation. Grinding? Go with links. Boss fight? Stack on the damage. Unfortunately, the game isn't CLEAR WHEN THIS WORKS. And that goes for another thing in the game which are combo attacks. Picking certain sets of moves together unleashes a special dual tech, if you've played Chrono Trigger. Again, the game is mildly vague on HOW you do this, even after a tutorial prompt that has a paragraph of text on how it's done. It feels like the tutorials were supposed to keep happening DOZENS OF HOURS INTO THE GAME, but someone complained, so they put them up earlier instead. Which leads to a situation where you need to keep reviewing old tutorials, because some of the information in them suddenly becomes relevant HOURS after seeing them, but not the first time they come up.
For the best example, the game teaches you about the dual techs, but doesn't tell you that they're not just locked behind figuring out what techs work together. They also don't explain when or how to do ones that require more than two characters, while one of the side quests at that time in the game REQUIRES all THREE party members to work together to make an attack happen.
Again, this all leads to a very shallow story with confusing gameplay, and for an RPG you NEED BOTH. You can't have deep lore and shallow gameplay, like Skyrim, or shallow story and deep gameplay, like this. You'll be dealing with a lot of both of them, and if half of your product is boring, it doesn't matter how good the other half is. Which is why this gets a 5/10. The story is boring from the word go, filled with generic anime tropes despite an intriguing concept. The gameplay is interesting, but in typical fashion it's convoluted for no reason and lacks some basics like being able to stagger turns for set ups (If you have 4 actions, you have to use all 4 actions, which makes setting up combo moves a massive pain in the ass, for no reason. This has been a staple of RPGs like this for years now.))… Expand